X-Git-Url: https://git.auder.net/?a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FMarseille.js;h=90084dc28f271daa86d64f15e76c47a8444c1180;hb=af34341d92d47d14f396e7f4adb81f2a7e9d9a61;hp=ac1782f1af569ab4ff47c3c36cf050300a235982;hpb=5fde3a01497262862afc4cb4c9457d4e0ad69a4a;p=vchess.git diff --git a/client/src/variants/Marseille.js b/client/src/variants/Marseille.js index ac1782f1..90084dc2 100644 --- a/client/src/variants/Marseille.js +++ b/client/src/variants/Marseille.js @@ -1,299 +1,247 @@ import { ChessRules } from "@/base_rules"; import { randInt } from "@/utils/alea"; -export const VariantRules = class MarseilleRules extends ChessRules -{ - static IsGoodEnpassant(enpassant) - { - if (enpassant != "-") - { - const squares = enpassant.split(","); - if (squares.length > 2) - return false; - for (let sq of squares) - { - const ep = V.SquareToCoords(sq); - if (isNaN(ep.x) || !V.OnBoard(ep)) - return false; - } - } - return true; - } - - getTurnFen() - { - return this.turn + this.subTurn; - } - - // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn) - getEnpassantFen() - { - const L = this.epSquares.length; - if (this.epSquares[L-1].every(epsq => epsq === undefined)) - return "-"; //no en-passant - let res = ""; - this.epSquares[L-1].forEach(epsq => { - if (!!epsq) - res += V.CoordsToSquare(epsq) + ","; - }); - return res.slice(0,-1); //remove last comma - } - - setOtherVariables(fen) - { - const parsedFen = V.ParseFen(fen); - this.setFlags(parsedFen.flags); - if (parsedFen.enpassant == "-") - this.epSquares = [ [undefined] ]; - else - { - let res = []; - const squares = parsedFen.enpassant.split(","); - for (let sq of squares) - res.push(V.SquareToCoords(sq)); - this.epSquares = [ res ]; - } - this.scanKingsRooks(fen); - // Extract subTurn from turn indicator: "w" (first move), or - // "w1" or "w2" white subturn 1 or 2, and same for black - const fullTurn = V.ParseFen(fen).turn; - this.turn = fullTurn[0]; - this.subTurn = (fullTurn[1] || 0); //"w0" = special code for first move in game - } - - getPotentialPawnMoves([x,y]) - { - const color = this.turn; - let moves = []; - const [sizeX,sizeY] = [V.size.x,V.size.y]; - const shiftX = (color == "w" ? -1 : 1); - const firstRank = (color == 'w' ? sizeX-1 : 0); - const startRank = (color == "w" ? sizeX-2 : 1); - const lastRank = (color == "w" ? 0 : sizeX-1); - const finalPieces = x + shiftX == lastRank - ? [V.ROOK,V.KNIGHT,V.BISHOP,V.QUEEN] - : [V.PAWN]; - - // One square forward - if (this.board[x+shiftX][y] == V.EMPTY) - { - for (let piece of finalPieces) - { - moves.push(this.getBasicMove([x,y], [x+shiftX,y], - {c:color,p:piece})); - } - // Next condition because pawns on 1st rank can generally jump - if ([startRank,firstRank].includes(x) - && this.board[x+2*shiftX][y] == V.EMPTY) - { - // Two squares jump - moves.push(this.getBasicMove([x,y], [x+2*shiftX,y])); - } - } - // Captures - for (let shiftY of [-1,1]) - { - if (y + shiftY >= 0 && y + shiftY < sizeY - && this.board[x+shiftX][y+shiftY] != V.EMPTY - && this.canTake([x,y], [x+shiftX,y+shiftY])) - { - for (let piece of finalPieces) - { - moves.push(this.getBasicMove([x,y], [x+shiftX,y+shiftY], - {c:color,p:piece})); - } - } - } - - // En passant: always OK if subturn 1, - // OK on subturn 2 only if enPassant was played at subturn 1 - // (and if there are two e.p. squares available). - const Lep = this.epSquares.length; - const epSquares = this.epSquares[Lep-1]; //always at least one element - let epSqs = []; - epSquares.forEach(sq => { - if (!!sq) - epSqs.push(sq); - }); - if (epSqs.length == 0) - return moves; - const oppCol = V.GetOppCol(color); - for (let sq of epSqs) - { - if (this.subTurn == 1 || (epSqs.length == 2 && - // Was this en-passant capture already played at subturn 1 ? - // (Or maybe the opponent filled the en-passant square with a piece) - this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY)) - { - if (sq.x == x+shiftX && Math.abs(sq.y - y) == 1 - // Add condition "enemy pawn must be present" - && this.getPiece(x,sq.y) == V.PAWN && this.getColor(x,sq.y) == oppCol) - { - let epMove = this.getBasicMove([x,y], [sq.x,sq.y]); - epMove.vanish.push({ - x: x, - y: sq.y, - p: 'p', - c: oppCol - }); - moves.push(epMove); - } - } - } - - return moves; - } - - play(move) - { - move.flags = JSON.stringify(this.aggregateFlags()); - move.turn = this.turn + this.subTurn; - V.PlayOnBoard(this.board, move); - const epSq = this.getEpSquare(move); - if (this.subTurn == 0) //first move in game - { - this.turn = "b"; - this.subTurn = 1; - this.epSquares.push([epSq]); - } - // Does this move give check on subturn 1? If yes, skip subturn 2 - else if (this.subTurn==1 && this.underCheck(V.GetOppCol(this.turn))) - { - this.turn = V.GetOppCol(this.turn); - this.epSquares.push([epSq]); - move.checkOnSubturn1 = true; - } - else - { - if (this.subTurn == 2) - { - this.turn = V.GetOppCol(this.turn); - let lastEpsq = this.epSquares[this.epSquares.length-1]; - lastEpsq.push(epSq); - } - else - this.epSquares.push([epSq]); - this.subTurn = 3 - this.subTurn; - } - this.updateVariables(move); - } - - undo(move) - { - this.disaggregateFlags(JSON.parse(move.flags)); - V.UndoOnBoard(this.board, move); - if (move.turn[1] == '0' || move.checkOnSubturn1 || this.subTurn == 2) - this.epSquares.pop(); - else //this.subTurn == 1 - { - let lastEpsq = this.epSquares[this.epSquares.length-1]; - lastEpsq.pop(); - } - this.turn = move.turn[0]; - this.subTurn = parseInt(move.turn[1]); - this.unupdateVariables(move); - } - - // NOTE: GenRandInitFen() is OK, - // since at first move turn indicator is just "w" - - static get VALUES() - { - return { - 'p': 1, - 'r': 5, - 'n': 3, - 'b': 3, - 'q': 7, //slightly less than in orthodox game - 'k': 1000 - }; - } - - // No alpha-beta here, just adapted min-max at depth 2(+1) - getComputerMove() - { - if (this.subTurn == 2) - return null; //TODO: imperfect interface setup - - const maxeval = V.INFINITY; - const color = this.turn; - const oppCol = V.GetOppCol(this.turn); - - // Search best (half) move for opponent turn - const getBestMoveEval = () => { - const turnBefore = this.turn + this.subTurn; - let score = this.getCurrentScore(); - if (score != "*") - { - if (score == "1/2") - return 0; - return maxeval * (score == "1-0" ? 1 : -1); - } - let moves = this.getAllValidMoves(); - let res = (oppCol == "w" ? -maxeval : maxeval); - for (let m of moves) - { - this.play(m); - score = this.getCurrentScore(); - // Now turn is oppCol,2 if m doesn't give check - // Otherwise it's color,1. In both cases the next test makes sense - if (score != "*") - { - if (score == "1/2") - res = (oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0)); - else - { - // Found a mate - this.undo(m); - return maxeval * (score == "1-0" ? 1 : -1); - } - } - const evalPos = this.evalPosition(); - res = (oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos)); - this.undo(m); - } - return res; - }; - - let moves11 = this.getAllValidMoves(); - let doubleMoves = []; - // Rank moves using a min-max at depth 2 - for (let i=0; i { - return (color=="w" ? 1 : -1) * (b.eval - a.eval); }); - let candidates = [0]; //indices of candidates moves - for (let i=1; - i 2) return false; + for (let sq of squares) { + if (sq != "-") { + const ep = V.SquareToCoords(sq); + if (isNaN(ep.x) || !V.OnBoard(ep)) return false; + } + } + return true; + } + + // There may be 2 enPassant squares (if 2 pawns jump 2 squares in same turn) + getEnpassantFen() { + return this.epSquares[this.epSquares.length - 1].map( + epsq => epsq === undefined + ? "-" //no en-passant + : V.CoordsToSquare(epsq) + ).join(","); + } + + setOtherVariables(fen) { + const parsedFen = V.ParseFen(fen); + this.setFlags(parsedFen.flags); + this.epSquares = [parsedFen.enpassant.split(",").map(sq => { + if (sq != "-") return V.SquareToCoords(sq); + return undefined; + })]; + this.scanKings(fen); + // Extract subTurn from turn indicator: "w" (first move), or + // "w1" or "w2" white subturn 1 or 2, and same for black + this.turn = parsedFen.turn; + this.subTurn = 1; + } + + getEnpassantCaptures([x, y], shiftX) { + let moves = []; + // En passant: always OK if subturn 1, + // OK on subturn 2 only if enPassant was played at subturn 1 + // (and if there are two e.p. squares available). + const Lep = this.epSquares.length; + const epSquares = this.epSquares[Lep - 1]; //always at least one element + let epSqs = []; + epSquares.forEach(sq => { + if (sq) epSqs.push(sq); + }); + if (epSqs.length == 0) return moves; + const oppCol = V.GetOppCol(this.getColor(x, y)); + for (let sq of epSqs) { + if ( + this.subTurn == 1 || + (epSqs.length == 2 && + // Was this en-passant capture already played at subturn 1 ? + // (Or maybe the opponent filled the en-passant square with a piece) + this.board[epSqs[0].x][epSqs[0].y] != V.EMPTY) + ) { + if ( + sq.x == x + shiftX && + Math.abs(sq.y - y) == 1 && + // Add condition "enemy pawn must be present" + this.getPiece(x, sq.y) == V.PAWN && + this.getColor(x, sq.y) == oppCol + ) { + let epMove = this.getBasicMove([x, y], [sq.x, sq.y]); + epMove.vanish.push({ + x: x, + y: sq.y, + p: "p", + c: oppCol + }); + moves.push(epMove); + } + } + } + return moves; + } + + play(move) { + move.flags = JSON.stringify(this.aggregateFlags()); + move.turn = this.turn + this.subTurn; + V.PlayOnBoard(this.board, move); + const epSq = this.getEpSquare(move); + if (this.movesCount == 0) { + // First move in game + this.turn = "b"; + this.epSquares.push([epSq]); + this.movesCount = 1; + } + // Does this move give check on subturn 1? If yes, skip subturn 2 + else if (this.subTurn == 1 && this.underCheck(V.GetOppCol(this.turn))) { + this.turn = V.GetOppCol(this.turn); + this.epSquares.push([epSq]); + move.checkOnSubturn1 = true; + this.movesCount++; + } else { + if (this.subTurn == 2) { + this.turn = V.GetOppCol(this.turn); + let lastEpsq = this.epSquares[this.epSquares.length - 1]; + lastEpsq.push(epSq); + } else { + this.epSquares.push([epSq]); + this.movesCount++; + } + this.subTurn = 3 - this.subTurn; + } + this.postPlay(move); + } + + postPlay(move) { + const c = move.turn.charAt(0); + const piece = move.vanish[0].p; + const firstRank = c == "w" ? V.size.x - 1 : 0; + + if (piece == V.KING && move.appear.length > 0) { + this.kingPos[c][0] = move.appear[0].x; + this.kingPos[c][1] = move.appear[0].y; + this.castleFlags[c] = [V.size.y, V.size.y]; + return; + } + const oppCol = V.GetOppCol(c); + const oppFirstRank = V.size.x - 1 - firstRank; + if ( + move.start.x == firstRank && //our rook moves? + this.castleFlags[c].includes(move.start.y) + ) { + const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); + this.castleFlags[c][flagIdx] = V.size.y; + } else if ( + move.end.x == oppFirstRank && //we took opponent rook? + this.castleFlags[oppCol].includes(move.end.y) + ) { + const flagIdx = (move.end.y == this.castleFlags[oppCol][0] ? 0 : 1); + this.castleFlags[oppCol][flagIdx] = V.size.y; + } + } + + undo(move) { + this.disaggregateFlags(JSON.parse(move.flags)); + V.UndoOnBoard(this.board, move); + if (this.movesCount == 1 || !!move.checkOnSubturn1 || this.subTurn == 2) { + // The move may not be full, but is fully undone: + this.epSquares.pop(); + // Moves counter was just incremented: + this.movesCount--; + } else { + // Undo the second half of a move + let lastEpsq = this.epSquares[this.epSquares.length - 1]; + lastEpsq.pop(); + } + this.turn = move.turn[0]; + this.subTurn = parseInt(move.turn[1]); + super.postUndo(move); + } + + // NOTE: GenRandInitFen() is OK, + // since at first move turn indicator is just "w" + + static get VALUES() { + return { + p: 1, + r: 5, + n: 3, + b: 3, + q: 7, //slightly less than in orthodox game + k: 1000 + }; + } + + // No alpha-beta here, just adapted min-max at depth 2(+1) + getComputerMove() { + const maxeval = V.INFINITY; + const color = this.turn; + const oppCol = V.GetOppCol(this.turn); + + // Search best (half) move for opponent turn + const getBestMoveEval = () => { + let score = this.getCurrentScore(); + if (score != "*") { + if (score == "1/2") return 0; + return maxeval * (score == "1-0" ? 1 : -1); + } + let moves = this.getAllValidMoves(); + let res = oppCol == "w" ? -maxeval : maxeval; + for (let m of moves) { + this.play(m); + score = this.getCurrentScore(); + // Now turn is oppCol,2 if m doesn't give check + // Otherwise it's color,1. In both cases the next test makes sense + if (score != "*") { + if (score == "1/2") + res = oppCol == "w" ? Math.max(res, 0) : Math.min(res, 0); + else { + // Found a mate + this.undo(m); + return maxeval * (score == "1-0" ? 1 : -1); + } + } + const evalPos = this.evalPosition(); + res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos); + this.undo(m); + } + return res; + }; + + let moves11 = this.getAllValidMoves(); + let doubleMoves = []; + // Rank moves using a min-max at depth 2 + for (let i = 0; i < moves11.length; i++) { + this.play(moves11[i]); + if (this.turn != color) { + // We gave check with last move: search the best opponent move + doubleMoves.push({ moves: [moves11[i]], eval: getBestMoveEval() }); + } else { + let moves12 = this.getAllValidMoves(); + for (let j = 0; j < moves12.length; j++) { + this.play(moves12[j]); + doubleMoves.push({ + moves: [moves11[i], moves12[j]], + eval: getBestMoveEval() + }); + this.undo(moves12[j]); + } + } + this.undo(moves11[i]); + } + + doubleMoves.sort((a, b) => { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); + let candidates = [0]; //indices of candidates moves + for ( + let i = 1; + i < doubleMoves.length && doubleMoves[i].eval == doubleMoves[0].eval; + i++ + ) { + candidates.push(i); + } + + const selected = doubleMoves[randInt(candidates.length)].moves; + if (selected.length == 1) return selected[0]; + return selected; + } +};